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Champions Online Framework - Electricity

by: Michael Hartman ; edited by: Michael Hartman ; updated: 4/17/2012 • Leave a comment

Electricity is one of the ranged, elemental damage frameworks. It has a variety of ranged, high damage attacks than chain and synergize with each other.

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    Definition of Terms - Champions Online Powers

    A number of terms used throughout this article may be confusing to new players of Champions Online. They are defined here in advance for your convenience.

    • Energy Builder - This is basically your auto attack. It deals some damage but it is primarily there to generate energy for your other attacks.
    • Close Attack - A melee range attack.
    • Close Area Attack - Melee range or PBAoE attack.
    • Ranged Attack - An attack made at range.
    • Ranged Area Attack - An area effect attack made from range.
    • Buffs - Enhancements to yourself or allies.
    • Healing - Ability that heals self or others, or resurrects.
    • Crowd Control - Abilities that control, hold, root, or snare your opponent.
    • Summon - An ability that summons a pet to assist you.
    • Block - A block enhancing shield.
    • Tier 0 - An ability you can take without taking any other powers in the set.
    • Tier 1 - You must have 1 other power from that set, or 2 from any other set before taking the power.
    • Tier 2 - You must have 3 other powers from that set, or 5 from any other set before taking the power.
    • Tier 3 - You must have 5 other power from that set, or 8 from any other set before taking the power.
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    Electricity - Energy Builder

    As with all other sets, Electricity has one energy building power.

    Electric Bolt (Tier 0) - Single target electricity damage. On attack has the chance to apply Negative Ions, a short duration effect that causes future electric attacks to arc to additional targets.

    Applying and utilizing Negative Ions is a critical synergy throughout the electricity set.

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    Electricity - Ranged Attack

    Article Image   Chain Lightning (Tier 0) - Single target damage on tap, with a chance (65%) to apply Negative Ions. On Charge, chains the effect to up to 3 additional targets.

    • 143 electrical damage at level 40.
    • 10 energy.
    • 1.33 sec charge.
    • 0.67 sec activation.
    • 100 foot range.

    Lightning Arc (Tier 1) - Maintained single target damage. Damage increases as you maintain, and periodically arcs to an additional target.

    • 73-194 electrical damage at level 40.
    • 16 energy initially, 16 energy per 0.5 sec.
    • 0.67 sec activation.
    • 100 foot range.

    Gigabolt (Tier 3) - Damages everything in a line between caster and target. 50% Chance of applying Negative Ions to all affected targets. Has a 75% chance to chain single target electrical damage. Can be charged if you have an Energy Form - this increases damage but removes the Energy Form.

    • 225-717 electrical damage at level 40.
    • 40-130 energy.
    • 2.33 sec charge
    • 0.83 sec activation.
    • 100 foot range.
    • 5 foot cylinder, affects 5 foes max.
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    Electricity - Close Area Attack

    Article Image Sparkstorm (Tier 1) - Maintained PBAoE attack. May be used while held. 10% chance to apply Negative Ions. If a target with Negative Ions is hit, it will be knocked back.

    • 91 electrical damage at level 40.
    • 14 energy initially, 10 energy per 0.5 sec.
    • 0.5 sec activation.
    • 15 foot sphere, affects up to 5 foes.

  • slide 5 of 9

    Electricity - Ranged Area Attack

    Thunderstrike (Tier 2) - Does full damage to main target, half damage to surrounding targets. Completes Negative Ion circuits on affected targets, returning energy to you if you have the Ionic Reverberation passive buff. Charge increases the damage and energy cost.

    • Variable electrical damage.
    • 39-86 energy.
    • 1.33 sec charge.
    • 0.67 sec activation.
    • 100 foot range.
    • 10 foot sphere, affects up to 5 foes.
    • 20 sec cooldown.
  • slide 6 of 9

    Electricity - Block

    Electric Shield (Tier 1) - A block replacement, enhancing ability. For more information, see Guide to Blocking and Shield Powers in Champions Online Online.

  • slide 7 of 9

    Electricity - Crowd Control

    Electrocute (Tier 2) - Must be charged at least 0.25 seconds. Applies a hold whose strength depends on duration of the maintain. Applies Negative Ions. If charged over 50% will arc to a second target.

    • 0-2 hold for 12 sec.
    • 46 energy.
    • 2 second charge max.
    • 0.67 sec activation.
    • 50 foot range.
    • 15 sec cooldown.
  • slide 8 of 9

    Electricity - Summon

    Ball Lightning (Tier 3) - Summons a ball of lightning to attack your foes. After 12 seconds, it detonates dealing even more damage.

    • 103 energy.
    • 0.83 sec activation.
    • 30 sec cooldown.
  • slide 9 of 9

    Electricity - Buffs

    Electric Sheathe (Tier 1) - Short term self buff that increases damage while active. When attacked, caster gains energy. Assists in breaking out of holds. Increases energy equilibrium. Counts as an energy form.

    • +42% damage for 12 seconds.
    • -83% energy decay for 12 seconds.
    • +12% energy equilibrium for 12 seconds.
    • Deals 1,765 break free damage to effects.
    • 1 min 29 sec cooldown.

    Ionic Reverberation (Tier 1) - Innate passive. Generates energy any time an electrical attack arcs to a target affected by Negative Ions.

    Electric Form (Tier 2) - Passive that can be slotted in an Offensive or Balanced passive slot. Increases damage and resistance to energy attacks. The resistance scales with the recovery stat. Generates a small amount of energy when struck by attacks. Increases energy equilibrium and the rate at which you gain energy. Counts as an energy form.

    • +19% all damage strength.
    • +5.1% all energy damage resistance.
    • +20% electrical damage resistance.
    • +12% energy equilibrium.

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